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I wrote the rules because the commercial AWI
rules I had played didn't give me the right feel, flavor, and
playability for the American Revolution. The rules I desired had to be easy to
understand, fun to play, create historical casualty rates, and provide
reasonable historical results with a heavy emphasis on morale. I also wanted to
be able to run a campaign game with the rules. Guns of Liberty was designed to fight
the smallest engagements (4 to 5 units a side) all the way to larger engagements
of 30+ units per side.

The 2nd edition of the rules is no longer available. I'm currently working on the 3rd edition of the rules, and I hope to have them released in late 2016.

You roll one D20 for every stand in both
melee and fire. Artillery rolls one D20 per artillery crew figure. You
have a base number to hit which is modified by terrain, unit quality, formation,
etc. If you roll that number or less you get a hit. You always hit on a
1.

Morale:

Is a huge part of GOL. Units will break
quite often, but they can be rallied relatively easily, provided the commander
creates the right conditions. There are morale "triggers" that cause morale
checks. A D20 is also used for morale checks.

Command:

Based on the leader's capabilities he is
given a Command Radius and a certain number of units that he can command. The
overall commander effects the initiative roll and if his Brigadiers stay within
his command radius then they can receive a command radius bonus that allows them
to work in more flexible deployments.

About the Dictator

Benevolent Dictator of the Charlotte Garrison wargaming club and chieftan of the Burgess Clan.
EMAIL: EBurgess@Carolina.rr.com
Wargaming with miniatures (and rules) since about 1989. Playing with toy soldiers since 1970.
Miniature Wargame Rules Written by me: Guns of Liberty (AWI), Barrage (Piquet), Archon 2nd edition (Piquet), Din of Battle 2nd edition (Piquet), and Death in the Desert (FFL)